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116 lines
3.9 KiB
C#
116 lines
3.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Stamina of a single key, calculated based on repetition speed.
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/// </summary>
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public class SingleKeyStamina
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{
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private double previousHitTime = -1;
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/// <summary>
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/// Similar to <see cref="StrainDecaySkill.StrainValueOf(DifficultyHitObject)"/>
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/// </summary>
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public double StrainValueOf(DifficultyHitObject current)
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{
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if (previousHitTime == -1)
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{
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previousHitTime = current.StartTime;
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return 0;
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}
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double objectStrain = 0.5;
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objectStrain += speedBonus(current.StartTime - previousHitTime);
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previousHitTime = current.StartTime;
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return objectStrain;
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}
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private double speedBonus(double notePairDuration)
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{
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return 175 / (notePairDuration + 100);
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}
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}
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/// <summary>
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/// Calculates the stamina coefficient of taiko difficulty.
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/// </summary>
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/// <remarks>
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/// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit).
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/// </remarks>
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public class Stamina : StrainDecaySkill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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/// <summary>
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/// Stamina of each individual keys, calculated based on repetition speed.
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/// </summary>
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private readonly SingleKeyStamina[] keyStamina =
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{
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new SingleKeyStamina(),
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new SingleKeyStamina(),
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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/// <summary>
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/// Current index to <see cref="keyStamina" /> for a don hit.
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/// </summary>
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private int donIndex = 1;
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/// <summary>
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/// Current index to <see cref="keyStamina" /> for a kat hit.
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/// </summary>
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private int katIndex = 3;
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// <param name="mods">Mods for use in skill calculations.</param>
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public Stamina(Mod[] mods)
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: base(mods)
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{
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}
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/// <summary>
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/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
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private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
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{
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// Alternate key for the same color.
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if (current.HitType == HitType.Centre)
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{
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donIndex = donIndex == 0 ? 1 : 0;
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return keyStamina[donIndex];
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}
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katIndex = katIndex == 2 ? 3 : 2;
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return keyStamina[katIndex];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (!(current.BaseObject is Hit))
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{
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return 0.0;
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}
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TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
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return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
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}
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}
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}
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